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Schippj

@schippj

Videogame Art & Tech dabbler πŸ’ΌNow: Associate LeadArtist @ Pugstorm πŸ—ƒWorked on: CoreKeeper, Revita, Elsie

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Latest posts by Schippj @schippj

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UZ UZ UZ
(temp test just to prep the random anim cycling)

10.03.2026 22:03 πŸ‘ 64 πŸ” 8 πŸ’¬ 0 πŸ“Œ 0
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UZ UZ UZ
(temp test just to prep the random anim cycling)

10.03.2026 22:03 πŸ‘ 64 πŸ” 8 πŸ’¬ 0 πŸ“Œ 0

A hidden spot!

#godot #gamedev

10.03.2026 04:15 πŸ‘ 321 πŸ” 49 πŸ’¬ 11 πŸ“Œ 1

last day to join :3

09.03.2026 16:34 πŸ‘ 20 πŸ” 3 πŸ’¬ 0 πŸ“Œ 0
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Day 54: 2025/09/25 - 5h

Fixed some small bugs and started implementing a way to un-equip items without replacing them with another item. This works with mouse right-click, and I'm pondering how to make it intuitive across all control devices.

#DailyDevlog #Moonshell_Island #gamedev #gamemaker

09.03.2026 17:41 πŸ‘ 29 πŸ” 3 πŸ’¬ 2 πŸ“Œ 1

I See!! Well! That was 100% you, don't think I neccesarily shared the most spot-on thoughts ^^ but always happy to be a thoughts-sparring partner! πŸ™ Good luck!!!

09.03.2026 17:24 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Can babble more via DM if thats preferable ^^

09.03.2026 15:26 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Or actually oops! Maybe this isnt for a game? Might be mixing up contexts of different posts

09.03.2026 15:24 πŸ‘ 0 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0

Otherwise it sounds like there are thing you like in either direction, does it need to be pixelart?

Personally I would look for a balance in what keeps you going so you can keep iterating and keeping the experience readible so the story comes across in early tests

09.03.2026 15:20 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Whats the vibe you want to create? or if youre not sure, which is easier right now to make for you? - theres also value in prototyping with assets than can do with another pass if it means you can start thinking about the game logic/functionality/interaction (if this is now a bottleneck)

09.03.2026 15:20 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

wow hey! thanks so much! ^^ πŸ™πŸ™

09.03.2026 09:53 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Wowie, same setup from years ago but 3d now :)
(maybe not so impressive looking but will help me a lot!)

08.03.2026 19:02 πŸ‘ 61 πŸ” 11 πŸ’¬ 4 πŸ“Œ 0

Thank you!!!!✨

08.03.2026 19:47 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Not sure! I'd file that under lower res portrayal of the actual pixelart- It does look like you authored/ or were concerned with individual pixels while creating the assets. Or at least that's what it looks like to me!

08.03.2026 19:32 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Thanks for letting me babble about it! Super appreciate the interest!!! ❀️

08.03.2026 19:29 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Purely for personal familiarities/ plays into my hand better!
I do like I have a char rig now so i dont need to redo all combat sprites to do a character skin, can just update mesh and all anims work ^^

08.03.2026 19:28 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Very fair! I came from 2D but there was some personal skill bottlenecks, mainly how i wanted to build the environments and the A-star pathfinding i was using.

Biggest reasons for me to switch to get the Zaxis was to get bit more shader access, navmesh and depth sorting sorted itself! (haha!)

08.03.2026 19:28 πŸ‘ 2 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

I run a outline render feature around the mesh that stays consistent, so that helps me get away with it and tie it together a bit!

08.03.2026 19:16 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

I'll give you the unflattering truth!
Started with a 45 degree cam, char 'scaler parent'
set 1x, 1.50y, 0.02z.
Felt a bit 'tooo top-down' and wanted to see the tile ground texture stretch up a bit more, cam set 35 degree and char
set 1x, 1.35y, 0.02z. Just felt right ^^

08.03.2026 19:16 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Ahh shucks! Thanks Justin! 😊

08.03.2026 19:11 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Didn't want to do a ugly -x flip on the character like my old 2d prototype so actually have persistant hair on the character now πŸ™

08.03.2026 19:02 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Wowie, same setup from years ago but 3d now :)
(maybe not so impressive looking but will help me a lot!)

08.03.2026 19:02 πŸ‘ 61 πŸ” 11 πŸ’¬ 4 πŸ“Œ 0

Everything's a slider and not a hard yes or no!
any degree of application of something is a tool!

Sorry for whole essay, had more to reflect on than I thought! But if you made it here thanks for the question and thanks for reading! ^^
Hope if anything it helps filter your assets or be liberating!

08.03.2026 18:59 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

That's how I look at the topic anyway!
Any blend or flavour is valid, so long you can find a good balance. Consistency helps pattern recognition for a reader/viewer.
But even inconsistencies are method of 'unbalance' that can bring deliberate unease..

08.03.2026 18:59 πŸ‘ 1 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0

Pixelart is also low-res but not all low-res is pixelart!
Low-res.
With 3d I can see a more 'straight low-res' approach where you look more at 'viewport output', how the game renders etc.
with 2.5/3d pixel you also do that, but still author a pixel texture and rendering surrounding respecting that

08.03.2026 18:59 πŸ‘ 0 πŸ” 0 πŸ’¬ 2 πŸ“Œ 0

Best is probably to have a consistent ruleset that you apply over all assets or per 'category/archetype'
EG: UI gets [this] treatment, characters get [that] treatment, environment, props, etc etc..
Or everything in game same treatment!

08.03.2026 18:59 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

To me any art that has you author the look of indiviual pixels (by hand or through shader/engine rendering) is valid pixelart!
sprites can be drawn with antialiasing to smoothen strokes/ transitions, or your result can be rendered with it, all valid IMO!

08.03.2026 18:59 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Different #motion of leaves πŸŒ±πŸƒπŸ
Small abstract one for today's #pixel_dailies
@pixeldailies.bsky.social

07.03.2026 18:47 πŸ‘ 127 πŸ” 21 πŸ’¬ 5 πŸ“Œ 0
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I keep forgetting to draw their tail 😞

08.03.2026 16:17 πŸ‘ 24 πŸ” 4 πŸ’¬ 1 πŸ“Œ 1

Lovely ^^

08.03.2026 17:52 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0